본 연구는 적외선 열 영상 장치를 이용하여 2년생 ‘유미’ 복숭아나무의 토양수분 수준에 따른 엽온 및 CWSI를 분석하여 수분스트레스 측정 가능성을 검토하였다. 엽온은 대기온도와 유사한 일변화를 보이며 낮 시간대에는 대기온도보다 높은 양상을 보였다. 엽온은 전일(24시간) 기준으로 대기온도(r2 = 0.95), 일사량(r2 = 0.74), 상대습도(r2 = -0.88)와 모두 높은 상관계수를 나타났다. 또한 토양수분장력은 낮 시간대(11~16시)에 엽온(r2 = -0.57), 엽-대기온도차(r2 = -0.71), CWSI(r2 = -0.72)와 높은 부의상관을 나타냈다. CWSI와 엽온, 엽-대기온도차의 상관계수는 24시간 기준으로 매우 높았고(r2 = 0.90, r2 = 0.92), CWSI와 토양수분장력의 상관분석에서 24시간 기준으로는 상관관계가 낮았으나(r2 = -0.27), 낮 시간대(11~16시)에는 상관관계가 매우 높았다(r2 = -0.72). CWSI (y)와 토양수분장력(x)의 상관관계 결정계수(r2)는 11~12시간대에 가장 높았으며(r2 = 0.68), 이때 회귀식은 y = -0.0087x + 0.14로 조사되었다. 일반적인 토양수분스트레스 시점인 -50 kPa에 해당되는 CWSI는 0.575로 계산된다. 따라서 적외선 열 영상 장치를 이용한 엽온 및 CWSI는 토양수분장력에 대해 높은 상관계수를 나타낸 것으로 보아 복숭아나무의 수분스트레스 진단에 유용하게 활용할 수 있을 것으로 예상된다.
상부 탑재형 노내계측기(TM-ICI) 개발은 원자로하부헤드 대신 원자로상부헤드로 계측기를 삽입함으로써 중대사고 위험을 줄이기 위해 진행 중이다. 이 개발 과제의 일환으로, NUREG/CR-6909와 Code Case N-761의 두 방법에 따라 TM-ICI 노즐에 대한 환경피로평가가 수행되었다. TM-ICI 노즐은 level A, level B 및 시험 조건에서의 과도조건에 따른 하중을 받는데 이에 대해 피로평가를 해야 한다. 원자로냉각재환경이 고려된 TM-ICI 노즐의 누적사용계수는 1이하로 평가되었고, 이는 ASME Code 허용기준을 만족한다.
Recently, the game industry is rapidly growing with the distribution of high-speed internet network. With the growth of game business, the game developers and distributors are making efforts to find more various game materials that lead to success. Therefore, the game developers began to apply successful novels or movies for games and, as a result, they were able to get high added values with the minimum investment costs. In this study, the Game contents is reviewed based on Suzanne Collins's trilogy 'The Hunger Games' published in 2008. If 'The Hunger Games', the novel of thrilling adventures and suspense harmonized with philosophy, is reprocessed as game contents considering media environment, the values of the novel will be more diversified and newly enjoyed by people. As the research method, the actantial model of Greimas and the five conflict types of Linda Seger were used for a case study and the Game contents of the novel. The study using the novels as source materials was conducted to be helpful for game development and its possibility was suggested through the study result.
The 2013 Korean Gaming White Paper suggested that the mobile gaming market has a potential for the future value realization. The market of mobile games exploded by 89.1% compared to 2011 and the market share almost doubled. With higher infiltration and performance enhancement of the mobile devices, accompanied by the growth in the mobile advertisement market, fueled the development of the relevant infrastructure and the business model, which is the basis of our anticipation on the gaming industry to grow further. Unlike the weight it carries in our society, the literatures in the field of mobile games are scarce, which is why we conducted this study. In this study, we will focus on the characterizing factors of the mobile game and their relationship with immersion in order to identify with proofs the intent of their users for continued, repeated usage of the mobile games using statistical methods. The purpose of this study is to identify the characterizing factors of the mobile games that affect the intent for repeated usage and immersion, with a view to contribute to the development of the mobile games and the mobile gaming industry. The result of the evidentiary analysis revealed that the internal and external factors of the mobile games did have positive impacts on immersion into them, and the immersion into the game positively affected the intent for repeated usage. In addition, we examined the differences between genders in terms of the influence from the characterizing factors onto immersion, which revealed statistically significant differences between the genders and was reflected in our consideration on the implication of this study.
It is not too much to say that the mobile game market has made a shared growth, together with the domestic smartphone distribution rate(31 million units). At present, the distribution of the smartphone has a lot of influences on the smartphone game market, in which the number of game users having a preference for an easy, simple game, and competing with actual personal acquaintances is ever increasing. This study, in an effort to look into what influence the game sound has on game scores consequent on user's characteristic among the smartphone game components, compared the game results through in-depth interviews with a game sound developer and a user group, and the sound/non-sound experiences in the course of playing games. As a result of conducting this research, it was found that age and game experience showed a significant difference on game results. On the basis of this research result, this study intends to suggest the direction of smartphone game production development that could meet both a game supplier and a user's demand.